masterbroodub17_ESO wrote: »Catches_the_Sun wrote: »masterbroodub17_ESO wrote: »Catches_the_Sun wrote: »Alchemical wrote: »If you play Templar because it's the objectively strongest healer and/or it was easy to play, well, then go play Warden for your easy mode flavor of the month. Then in a few patches it'll get nerf'd back into line and people will cry "Why even run a Warden when Templar is so much better now?"
Sorry, I don't do this "flavor of the month" nonsense. I have a character that I've invested years of play into, that has high end achievements that I had hoped to continue to build on. Getting everything I needed for this character has been a daunting task for me. I've put way too many hours into this character to just sideline him and pick up another healer because ZoS decided to nerf me to hell & back to sell their DLC class.
Our 4-man group has just completed some nice vet dungeons with only Ruins of Mazzatun remaining...and now I am to be told that we have to just suck it up with these changes, learn to how to respec our builds, farm new gear, learn new rotations, etc, just to continue to maybe be able to do the same content in the future that we're already doing today? Our tank will have to relearn how to block, have to farm new gear, have to manage resources that I can no longer give him. Our Stamblade DPS will decrease drastically, and he'll be out of resources too, likely also have to farm new gear. I think I'll pass on that. It's taken us months to get to this point. To start over does not sound at all appealing to me. I thought we really were accomplishing something, and I'm not sure I have the energy or motivation to start that process over again.
It's akin to being in an abusive relationship...ZoS comes back in this thread after smacking us down and says "hey, we still love you, honest!", but it doesn't feel right to continue to throw money at them. The crazy thing is that I've already preordered Morrowind, and planned to check out the Warden as an alt...but not at the expense of losing my beloved main character's strengths & identity.
Every game goes through major shake-ups throughout it's lifespan. In a game like this it's felt much more because of the amount of freedom you get. It has a price, and that price is that when even one skill is changed by something as small as 2% the entire meta shifts.
It's the nature of the beast in a game like this, suck it up buttercup.
I am not new to MMO's. Been playing them since UO/Everquest. This is the first time that I've felt this way about any DLC patches in all those years. I've had classes or abilities that were legitimately overpowered, and were rightfully adjusted. This is not that. Gaming is a very competitive market for our time though, and the beauty of it is I don't have to suck it up. I can simply cancel my preorders, unsub, and play something else that feels more rewarding and less dirty. So no, I don't have to suck it up. ZoS does.
@ZOS_GinaBruno
Another thing that has Templars fired up is this statement:
"Group based buffs/synergies - Several of these abilities were near-mandatory in end-game situations and have been adjusted."
Followed by these:
Aedric Spear
Spear Shards: The synergy from this ability and its morphs now restore Stamina or Magicka, whichever percentage is lower. The amount restored is now based on your character level instead of your Max Resource. The synergy also has a shared cooldown with the Necrotic Orb synergy.
Luminous Shards (Spear Shards morph): This morph now causes the synergy to also restore an equal amount of Magicka or Stamina to the casting Templar, with a 20-second cooldown.
Undaunted
Mystic Orb (Necrotic Orb morph): This morph now increases the damage the orb deals.
Necrotic Orb: The synergy from this ability and its morphs now restore Stamina or Magicka to the synergy-user, whichever percentage is lower. The amount restored is now based on your character level instead of your Max Resource. The synergy also has a shared cooldown with the Spear Shards synergy.
Repentance (Restoring Aura morph): This morph now restores Health and Stamina based on your character level instead of your Max Resource. It also only restores Stamina to the casting Templar, but continues to restore Health to the casting Templar and his allies.
Once again, insulting our intelligence by claiming that "several" synergies & group buffs were "near-mandatory" in end-game situations and have been adjusted. Yet you didn't adjust "several" synergies and group buffs...you only adjusted Templar group buffs & synergies, removing Repentance altogether as a group buff, and bastardizing the Spear by putting it on same cooldown as the Orb. Why not just change the original statement to something along these lines:
"Templars bring too much group buff & synergy utility to the table and are desired in end-game situations. Since healing Wardens will fulfill the same role, we've removed any reason to need to bring a Templar with you in those situations. Buy our expansion."
TL;DR: I'm not meta anymore and I'm going to throw a fit over it.
Welcome to Nightblades since forever.
Why are you even here? You're not adding anything substantial to anyone's discussion, nor are you giving any sort of proper rebuttal. If you're fine with the changes, then have fun on the PTS. But continuously misrepresenting people's arguments is bordering trolling.
ZOS_GinaBruno wrote: »I understand that Major Mending was too common, but removing it completely from Templars, the only class that has an entire skill line dedicated to healing, makes no sense.
Warden also got an entire skill line dedicated to healing! Its pts. Just make room for the warden! New classes always shine and warden got major mending dw! Just reroll
ZOS_GinaBruno wrote: »Hey guys, we’d like to address a couple outstanding issues that we’ve seen brought up over the past couple days. We understand many of you are upset about the change with Repentance, and we’d like to explain why we made this change. Previously, Templars were able to restore the entire stamina bar for them and their whole group. In this upcoming update, we’re really focusing on resource recovery, so this ability needed to be adjusted. Additionally, running out of resources essentially provides a cooldown into a game that is currently without one, and restoring your group’s stamina through Repentance goes against these goals. Repentance does still heal the whole group for a large amount, and additionally, has no cost to boot. Now that resources are going to be more important, free abilities are quite powerful.
Regarding Necrotic Orb and it now sharing a cooldown with Spear Shards, there are a few key differences between these two abilities we’d like to touch on first. Spear Shards is significantly cheaper and easier to target. Additionally, with the Luminous Shards morph, the Templar can also get this resource restore for himself. This change was ultimately made to make all classes viable healers in concordance with the reduction to resources. If Templars were the only healers that could restore resources after these changes, they would be outrageously superior healers, and we want all classes to be viable in some way. With that being said, despite the changes we’ve made, Templars are still the best class to heal. We just had to make some adjustments so they weren’t far beyond the other classes.
Lastly, the Ultimate ability we called out as having 28 meters is Rite of Passage, and that should’ve been 20 meters. Apologies for the typo and confusion! For what it’s worth, the Warden’s heal is only 8 meters.
ZOS_GinaBruno wrote: »Templars are still the best class to heal. We just had to make some adjustments so they weren’t far beyond the other classes.
ZOS_GinaBruno wrote: »Hey guys, we’d like to address a couple outstanding issues that we’ve seen brought up over the past couple days. We understand many of you are upset about the change with Repentance, and we’d like to explain why we made this change. Previously, Templars were able to restore the entire stamina bar for them and their whole group. In this upcoming update, we’re really focusing on resource recovery, so this ability needed to be adjusted. Additionally, running out of resources essentially provides a cooldown into a game that is currently without one, and restoring your group’s stamina through Repentance goes against these goals. Repentance does still heal the whole group for a large amount, and additionally, has no cost to boot. Now that resources are going to be more important, free abilities are quite powerful.
Regarding Necrotic Orb and it now sharing a cooldown with Spear Shards, there are a few key differences between these two abilities we’d like to touch on first. Spear Shards is significantly cheaper and easier to target. Additionally, with the Luminous Shards morph, the Templar can also get this resource restore for himself. This change was ultimately made to make all classes viable healers in concordance with the reduction to resources. If Templars were the only healers that could restore resources after these changes, they would be outrageously superior healers, and we want all classes to be viable in some way. With that being said, despite the changes we’ve made, Templars are still the best class to heal. We just had to make some adjustments so they weren’t far beyond the other classes.
Lastly, the Ultimate ability we called out as having 28 meters is Rite of Passage, and that should’ve been 20 meters. Apologies for the typo and confusion! For what it’s worth, the Warden’s heal is only 8 meters.
Northern_Eve wrote: »I am getting really tired of these insults: "Templars are just a simple healing class" etc.
I wonder how many times us simple, privileged Templars that deserve to get nerfed to oblivion in your opinion have kept your asses alive and your resources going during the game?
ZOS_GinaBruno wrote: »Hey guys, we’d like to address a couple outstanding issues that we’ve seen brought up over the past couple days. We understand many of you are upset about the change with Repentance, and we’d like to explain why we made this change. Previously, Templars were able to restore the entire stamina bar for them and their whole group. In this upcoming update, we’re really focusing on resource recovery, so this ability needed to be adjusted. Additionally, running out of resources essentially provides a cooldown into a game that is currently without one, and restoring your group’s stamina through Repentance goes against these goals. Repentance does still heal the whole group for a large amount, and additionally, has no cost to boot. Now that resources are going to be more important, free abilities are quite powerful.
Regarding Necrotic Orb and it now sharing a cooldown with Spear Shards, there are a few key differences between these two abilities we’d like to touch on first. Spear Shards is significantly cheaper and easier to target. Additionally, with the Luminous Shards morph, the Templar can also get this resource restore for himself. This change was ultimately made to make all classes viable healers in concordance with the reduction to resources. If Templars were the only healers that could restore resources after these changes, they would be outrageously superior healers, and we want all classes to be viable in some way. With that being said, despite the changes we’ve made, Templars are still the best class to heal. We just had to make some adjustments so they weren’t far beyond the other classes.
Lastly, the Ultimate ability we called out as having 28 meters is Rite of Passage, and that should’ve been 20 meters. Apologies for the typo and confusion! For what it’s worth, the Warden’s heal is only 8 meters.
ZOS_GinaBruno wrote: »Hey guys, we’d like to address a couple outstanding issues that we’ve seen brought up over the past couple days. We understand many of you are upset about the change with Repentance, and we’d like to explain why we made this change. Previously, Templars were able to restore the entire stamina bar for them and their whole group. In this upcoming update, we’re really focusing on resource recovery, so this ability needed to be adjusted. Additionally, running out of resources essentially provides a cooldown into a game that is currently without one, and restoring your group’s stamina through Repentance goes against these goals. Repentance does still heal the whole group for a large amount, and additionally, has no cost to boot. Now that resources are going to be more important, free abilities are quite powerful.
Regarding Necrotic Orb and it now sharing a cooldown with Spear Shards, there are a few key differences between these two abilities we’d like to touch on first. Spear Shards is significantly cheaper and easier to target. Additionally, with the Luminous Shards morph, the Templar can also get this resource restore for himself. This change was ultimately made to make all classes viable healers in concordance with the reduction to resources. If Templars were the only healers that could restore resources after these changes, they would be outrageously superior healers, and we want all classes to be viable in some way. With that being said, despite the changes we’ve made, Templars are still the best class to heal. We just had to make some adjustments so they weren’t far beyond the other classes.
Lastly, the Ultimate ability we called out as having 28 meters is Rite of Passage, and that should’ve been 20 meters. Apologies for the typo and confusion! For what it’s worth, the Warden’s heal is only 8 meters.
SorataArisugawa wrote: »Northern_Eve wrote: »I am getting really tired of these insults: "Templars are just a simple healing class" etc.
I wonder how many times us simple, privileged Templars that deserve to get nerfed to oblivion in your opinion have kept your asses alive and your resources going during the game?
Skip it already! A nightblade, dragonknight or a sorc would have done the same, but because they didn't get the CORE-supportskills, they where never chosen to be healer. You and all the other templars, who are used be the one and only, are just not capable to accept that YOU ARE NOT THAT SPECIAL ANYMORE
/rant
I'll still run a Templar healer. It's not like it's going to be the worst healing class now, the other classes are just going to catch up a bit. I'll adapt.
ZOS_GinaBruno wrote: »We’d like to provide some clarity on why we made some of the changes we did, specifically to the Templar. Reading about some of these changes can be a bit jarring at first, and we highly suggest you to log onto the PTS to give it a try first-hand; this may help you see how everything works together and in context.
First, we want to reiterate why we’re making these global changes to abilities and resource management (and most of this will sound very familiar if you read the PTS patch notes). Our combat system features fast-paced action where resource management plays a large part in performing effectively. Player abilities in ESO specifically do not have cooldowns for this very reason - resource management is a core pillar of the system. Due to the number of balance changes we’ve made over time, this core pillar of resource management has become trivialized in that it’s become easier than ever to have nearly infinite sustainability while still being fully maximized for damage. The overall goal here is to have a combat system that reinforces decision making and resource management.
With that being said, one of the main concerns we want to address is the worry that we’re nerfing Templars in order to make the Warden a stronger healing class, particularly by nerfing Major Mending and giving it to Wardens. We’ve made it so all classes have to meet conditional requirements to gain Major Mending. DK’s need to have their damage shields up, Wardens have to heal low health targets, and Resto Staff users have to complete a fully charged heavy attack. It’s also worth noting that we’re planning on adjusting the Warden passive, Accelerated Growth, because it’s currently too easy to keep it active for long periods of time.
If you’re worried that there’s no reason to play a Templar over a Warden, or any other class, keep in mind that Templars have a stronger single target burst heal that’s easier to aim (Rushed Ceremony), they have a faster healing spammable ability with Healing Ritual, and their Ultimate heal hits targets in a 28m radius instead of 8 meters. In addition, have also have a free heal with Repentance, can cleanse allies with the Cleansing Ritual synergy and can remove 5 effects from themselves. Rushed Ceremony is also still the strongest heal in ESO, so Templars still have a lot going for them.
Lastly, we know there’s some apprehension that we’re balancing PvE and PvP gameplay simultaneously without separating the two. We are 100% committed to supporting a single unified game where mechanics and abilities work consistently, with the goal being for players to learn how play efficiently and be able to transfer those skills to other environments. This is one of the reasons we added CC immunities to monsters; when ESO originally launched, you could knock the same mudcrab down over and over. The balance changes we made in this update are aimed at making gameplay more interesting in all areas of the game.
Again, we encourage everyone to hop on the PTS and give these changes a try in both PvE and PvP scenarios rather than just reading about the changes. Once you’ve had a chance to try everything out, we’d love to hear your feedback about what you played.
I'll still run a Templar healer. It's not like it's going to be the worst healing class now, the other classes are just going to catch up a bit. I'll adapt.
I just started the game and I'm still going to level a Templar healer. I'm betting Warden will be nerfed and Templar healer will remain the best healer. It's a pretty safe bet since that's what most companies have been doing. Sell sell sell, then nerf/buff.
Khaos_Bane wrote: »I'll still run a Templar healer. It's not like it's going to be the worst healing class now, the other classes are just going to catch up a bit. I'll adapt.
I just started the game and I'm still going to level a Templar healer. I'm betting Warden will be nerfed and Templar healer will remain the best healer. It's a pretty safe bet since that's what most companies have been doing. Sell sell sell, then nerf/buff.
Don't count on it, Templars have been nerfed patch after patch.
I don't understand it either, people are fine with Mag Sorcs being an awesome class as I am as well. However, I also want the Templar to be a great class to play but a lot of people hate mag Templars for some reason. @FENGRUSH is always hating on magplars.Northern_Eve wrote: »Khaos_Bane wrote: »I'll still run a Templar healer. It's not like it's going to be the worst healing class now, the other classes are just going to catch up a bit. I'll adapt.
I just started the game and I'm still going to level a Templar healer. I'm betting Warden will be nerfed and Templar healer will remain the best healer. It's a pretty safe bet since that's what most companies have been doing. Sell sell sell, then nerf/buff.
Don't count on it, Templars have been nerfed patch after patch.
Yup, and if it continues like this there won't be much left of the class. And it actually seems to make plenty of players happy, as hard as it is to grasp.
Yes, my templar is pretty much an pure healer, as I was unable to get any dps out of her compared with sorcerer main.Northern_Eve wrote: »Khaos_Bane wrote: »I'll still run a Templar healer. It's not like it's going to be the worst healing class now, the other classes are just going to catch up a bit. I'll adapt.
I just started the game and I'm still going to level a Templar healer. I'm betting Warden will be nerfed and Templar healer will remain the best healer. It's a pretty safe bet since that's what most companies have been doing. Sell sell sell, then nerf/buff.
Don't count on it, Templars have been nerfed patch after patch.
Yup, and if it continues like this there won't be much left of the class. And it actually seems to make plenty of players happy, as hard as it is to grasp.
sneakymitchell wrote: »I'm sorry this is getting ridiculous and has anyone play the PTS yet?
ZOS_GinaBruno wrote: »Hey guys, we’d like to address a couple outstanding issues that we’ve seen brought up over the past couple days. We understand many of you are upset about the change with Repentance, and we’d like to explain why we made this change. Previously, Templars were able to restore the entire stamina bar for them and their whole group. In this upcoming update, we’re really focusing on resource recovery, so this ability needed to be adjusted. Additionally, running out of resources essentially provides a cooldown into a game that is currently without one, and restoring your group’s stamina through Repentance goes against these goals. Repentance does still heal the whole group for a large amount, and additionally, has no cost to boot. Now that resources are going to be more important, free abilities are quite powerful.
sneakymitchell wrote: »I'm sorry this is getting ridiculous and has anyone play the PTS yet?
nobody is allowed to confirm that they are testing the PTS due to the NDA and thus we cant speak about it either.
ZOS_GinaBruno wrote: »Hey guys, we’d like to address a couple outstanding issues that we’ve seen brought up over the past couple days. We understand many of you are upset about the change with Repentance, and we’d like to explain why we made this change. Previously, Templars were able to restore the entire stamina bar for them and their whole group. In this upcoming update, we’re really focusing on resource recovery, so this ability needed to be adjusted. Additionally, running out of resources essentially provides a cooldown into a game that is currently without one, and restoring your group’s stamina through Repentance goes against these goals. Repentance does still heal the whole group for a large amount, and additionally, has no cost to boot. Now that resources are going to be more important, free abilities are quite powerful.
1. Repentance: you need to have a corpse to consume the essence so it isn't exactly free (you have to kill something-thus deplete resources ). Only one can consume a corpse so what happens when you have two or three templar in a dungeon ,raid or pvp who want stamina back? Also in a single target fight, you can't repent on anything - so again it isn't something you can use all the time. If they are so powerful why did you give betty netch to the warden - which is completely free and can be used all the time - provides a buff and cleanses?
SleepyTroll wrote: »sneakymitchell wrote: »I'm sorry this is getting ridiculous and has anyone play the PTS yet?
nobody is allowed to confirm that they are testing the PTS due to the NDA and thus we cant speak about it either.
You can play and talk about the pts, you cant talk about about the closed beta portion ie the "Expansion" fyi.
ZOS_GinaBruno wrote: »Lastly, the Ultimate ability we called out as having 28 meters is Rite of Passage, and that should’ve been 20 meters. Apologies for the typo and confusion! For what it’s worth, the Warden’s heal is only 8 meters.
SleepyTroll wrote: »sneakymitchell wrote: »I'm sorry this is getting ridiculous and has anyone play the PTS yet?
nobody is allowed to confirm that they are testing the PTS due to the NDA and thus we cant speak about it either.
You can play and talk about the pts, you cant talk about about the closed beta portion ie the "Expansion" fyi.
You knew what I meant lol.
I just mean whats currently on PTS thats under NDA. But I wasnt 100% sure what is and isnt considered the closed beta portion as ZoS havent really been that clear on it. Hense why a lot of people on the forums have been told off for already breaking their NDA. Albeit unintentionally.